Hello,
I make mesh exporter. Can't find an easy way to determine actual uv set for the given face.
Note: in my situation, uv sets connected to all textures are the same for a given mesh. I.e. texture mapping for color, transparency and other channels is identical.
I need to save reference to shader and uv for every face. There is no problems with shader (MFnMesh::getConnectedShaders()). But obtaining corresponding uv set looks too bulky. As I suppose now, for the face
- I know the shader;
- I need to enumerate all textures using getUVSetNames() and getAssociatedUVSetTextures() and compate them to ones in the shader to find actual uv set.
May be there is easier, more direct way to get actual uv for a face?
Thanks in advance.
Alexei